addone on 28/12/2008 at 04:27
If you know how to get to it with Thief Gold, you should know what I mean.
What notable things can you find in this Blooper Reel? And also, does anybody have all the locations of the golden plates with the explanations, I'd love to read them all.
Only LGS could create such a thing :P
:D Great fun!
jtr7 on 28/12/2008 at 04:44
Of course the plaques only describe some of what can be found in there, and you have to see and hear it all to believe it.
The first plaque is near the beginning of the mission, best read after letting the Burricks and their frogbeast babies parade by. Before reading the plaque, note the wind sound effects made by people using their mouths to fake the sound, then note the graffiti and slashed banner, mocking Bafford. Now you can read the plaque describing the eye-searing texture of the archway leading to Bafford's front gate, also seen in several places about the streets--hard to miss it:
Quote Posted by m18jorge.str:
This is "Jorge", our default texture. We made it as eye-catching as possible to keep us from accidentally shipping anything colored this way.
You may either pass through the archway into the front court area, or walk around the streets for awhile. I'll describe the streets before we continue to the real meat of the Blooper Reel mission, just so no stone is left unturned. In the meantime, you may be interested in (
http://www.youtube.com/watch?v=2Y7_VKnsWP4)
seeing much of what the mission has in store, but you're missing out if you don't play it yourself.
Queue on 28/12/2008 at 14:29
What the hell are you two talking about?
addone on 28/12/2008 at 16:37
Dancing Zombies <3
Do the Red-clothed zombies start making their way up the stairs for you?
BrokenArts on 28/12/2008 at 16:49
Don't think so, they are into the groove, and will dance the night away.
Queue on 28/12/2008 at 17:23
This is kinda like standing outside a chic nightclub wanting to get in, but just not one of the pretty people.
Okay, I've gotta see this. A little nudge in the right direction, please.
Queue on 28/12/2008 at 17:42
Ahhhh...
Thanks, addone. I actually knew of this at one time, but totally forgot about it. :tsktsk:
Stingm on 28/12/2008 at 19:54
Playing through dromed may be better as you do not have to backup any files. Enjoy!:thumb:
jtr7 on 29/12/2008 at 03:34
Addone, there are only ten plaques, but eleven texts in all:
This one is not on a plaque, but is on a papyrus note, on a table in the NW corner of the Library:
Quote Posted by m18art:
TAFFER!
Outside a door, north down the hallway on the east side of the bathing room:
Quote Posted by m18bug:
Our final design for the bug beast, facing off against the
original concept for the creature [BugDemon].
On a hallway wall across from an entrance to a room downstairs in the servants' quarters:
Quote Posted by m18burr:
The implementation of the gas-belching burricks ran into some trouble at first. No launch velocity and a failure to specify which joint the gas emitted from quickly led to the creatures "farting to death".
On the back wall of the foyer. Don't do it! Wait until you've seen everything else first, especially if you are playing through DromEd!:
Quote Posted by m18button:
DON'T PRESS THIS BUTTON!
On the north wall up in the NE tower:
Quote Posted by m18cutty:
Trying to get your friend Cutty (from Cragscleft) to lie on the ground took more programmer and designer hours than you would believe - and it still never worked. Hours before the final shipping build, we gave up and made him stand.
On the SE corner of the big tiled bathtub upstairs:
Quote Posted by m18fire:
The default weight for many objects was 30 pounds. However, if the "heat disc" for a fire arrow (which makes the circular warping effect) had that weight, it would often bounce off your chest and knock you
across the room, or even kill you.
On a table in the east side of the Library:
Quote Posted by m18gas:
Some projectiles, when given zero launch velocity, are odder than others.
Quote Posted by m18jorge:
This is "Jorge", our default texture. We made it as eye-catching as possible to keep us from accidentally shipping anything colored this way.
On a vertical beam on the back wall of the throne room, beside the "throne":
Quote Posted by m18pbox:
Had our renderer been able to manage mirrors, Thief players might have been startled to find that Garrett's image wasn't as impressive as the box cover art..
On the eastern wall of the pool area:
Quote Posted by m18pool:
Getting the correct buoyancy for the player in water took
some work. Initial values caused players to sink like rocks or bob like corks.
In the first bit of secret tunnel past the banner, in regards to the huge hidden top floor, hidden only by darkness. (Open the command console by pressing
ctrl+p or
shift+semicolon, and type
light_bright, then press enter):
Quote Posted by m18tunn:
Jump to see a bug we accidentally shipped with.